I’m going to second the other commenter in my enthusiasm for GURPS, but for the opposite reason.
Gurps has the problem of being a universal role-playing system, like Fate, which means session zero includes a long sit-down with your DM about what precisely we will be doing in this game and what mechanics we will be using to create the desired experience. You then fill out the appropriate forms in triplicate to create your character. Usually, your DM makes a template for you to use like a shopping list, but the rulebook assumes you are digging through the first 300-page volume selecting your abilities and skills over the course of a day.
Then, once you start playing, you never have to look at the rulebook again. All the rules you will be using were written (by you) on your character sheet. You roll the dice, see if you managed to roll under your target numbers, and then either succeed or fail. The DM barely has to adjudicate anything.
I bought the Fate Accelerated Edition because it sounded fun but I’ve literally not found any published adventures. I’ve found campaign settings, yeah, but nothing explaining what an easy encounter should look like, how to structure an adventure, nothing.
Sorry that this is off-topic… but your avatar hit me in the feels. I can’t explain fully. When I first became aware as a kid in school, like… first conscious memorized thoughts, I was staring at the Netscape Navigator loading animation. Now every time I see it there’s this feeling. Like super nostalgic serotonin and dopamine running through my veins.
Such a small thing, but I almost cry every time I see it.
That’s because you need to wake up, eye dust! You need to break out of the simulation! It’s still 1999 in here!
Just kidding lol. But thank you for sharing. I know the feeling you’re talking about, just like a tidal wave of nostalgia that is utterly devastating. I can’t think of anything off the top of my head that gives me that feeling, but I’ve felt it.
includes a long sit-down with your DM about what precisely we will be doing in this game and what mechanics we will be using to create the desired experience. You then fill out the appropriate forms in triplicate to create your character. Usually, your DM makes a template for you to use like a shopping list, but the rulebook assumes you are digging through the first 300-page volume selecting your abilities and skills over the course of a day.
Holy shit. This first bit sounds like a bureaucracy simulator.
Yep! That’s the entire appeal of the system! And I want to make absolutely sure that anyone picking up the game knows that they are getting into, because I am well aware that the fact this is my favorite game system says a lot about me as a person
I just wanted to make sure you understood that the complexity is loaded all at the front, during session 0. Its actually a good deal more complex, but you get to pick and choose what kinds of complexity you want and deal with it at character creation.
Also, their supplemental books really helped me grow as a writer and gamemaster. Most of them tackle a genre and explore it thoroughly.
I’m going to second the other commenter in my enthusiasm for GURPS, but for the opposite reason.
Gurps has the problem of being a universal role-playing system, like Fate, which means session zero includes a long sit-down with your DM about what precisely we will be doing in this game and what mechanics we will be using to create the desired experience. You then fill out the appropriate forms in triplicate to create your character. Usually, your DM makes a template for you to use like a shopping list, but the rulebook assumes you are digging through the first 300-page volume selecting your abilities and skills over the course of a day.
Then, once you start playing, you never have to look at the rulebook again. All the rules you will be using were written (by you) on your character sheet. You roll the dice, see if you managed to roll under your target numbers, and then either succeed or fail. The DM barely has to adjudicate anything.
I bought the Fate Accelerated Edition because it sounded fun but I’ve literally not found any published adventures. I’ve found campaign settings, yeah, but nothing explaining what an easy encounter should look like, how to structure an adventure, nothing.
Fate seems fun so I’m ready to be proved wrong.
Sorry that this is off-topic… but your avatar hit me in the feels. I can’t explain fully. When I first became aware as a kid in school, like… first conscious memorized thoughts, I was staring at the Netscape Navigator loading animation. Now every time I see it there’s this feeling. Like super nostalgic serotonin and dopamine running through my veins.
Such a small thing, but I almost cry every time I see it.
That’s because you need to wake up, eye dust! You need to break out of the simulation! It’s still 1999 in here!
Just kidding lol. But thank you for sharing. I know the feeling you’re talking about, just like a tidal wave of nostalgia that is utterly devastating. I can’t think of anything off the top of my head that gives me that feeling, but I’ve felt it.
Holy shit. This first bit sounds like a bureaucracy simulator.
Yep! That’s the entire appeal of the system! And I want to make absolutely sure that anyone picking up the game knows that they are getting into, because I am well aware that the fact this is my favorite game system says a lot about me as a person
Oh wow, it sounds so much simpler and easier. Thanks for expanding on the other person’s point!
I just wanted to make sure you understood that the complexity is loaded all at the front, during session 0. Its actually a good deal more complex, but you get to pick and choose what kinds of complexity you want and deal with it at character creation.
Also, their supplemental books really helped me grow as a writer and gamemaster. Most of them tackle a genre and explore it thoroughly.